Space Engineers

Space Engineers

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EmberStar 2020 年 1 月 8 日 上午 3:54
Guide to wheel settings?
I was just working with building a wheeled rover, and noticed that it's behaving very strangely. When I park (using a toolbar action on the cockpit to "Switch Handbrake on/off" so I don't use the dreaded 'P' key) the vehicle begins to jitter and bounce slightly. If I stand next to it, I can hear what sounds like rapid, faint collision noises. As if it's not sitting on the ground, but bouncing very slightly up and down rapidly and constantly.

Does anyone know if there's a good guide to how to set up wheels? I remember seeing a video (or stream) once where the person playing built a vehicle and then immediately adjusted all the suspension settings. But I can't remember who made it, or why they were making the changes. Or what they changed them *to.* Just that they did so, "because it avoids some problems."
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Dan2D3D  [开发者] 2020 年 1 月 8 日 下午 12:06 
Thanks for the save, easier for me :selike:

> It's probably one of the Mods or two Mods conflicting and giving problems but I did not tested those Mods one at a time to find.

Testing done =

I started the download, noticed the 10 Mods, deleted all Mods to download faster, loaded the world without the Mods in and I was able to use the toolbar key "Switch Handbrake on/off"
+ tested with "P" key and all good for both so no " jitter and bouncing" at all.

https://steamcommunity.com/sharedfiles/filedetails/?id=1963600854

Just one part to do is to test one Mod at a time so create a copy and withdraw one Mod ata time in that copy to find the cause.
EmberStar 2020 年 1 月 8 日 下午 12:55 
引用自 Dan2D3D
Thanks for the save, easier for me :selike:



Just one part to do is to test one Mod at a time so create a copy and withdraw one Mod ata time in that copy to find the cause.

Most of the mods are dependant on Modular encounters. They are basically add-ons. So you'll have to test those in pairs - Modular Encounters plus Surface Occupation, Modular Encounters plus Reddit ships, and so on. The add-on mods won't function without ME. On the other hand the only immediate effect deleting them will have is that NPC ships and pirate bases will stop spawning or despawning.

I do have the Defense Shields mod installed, but haven't used it. I haven't found a single asteroid with platinum yet, and it takes *hundreds* of ingots to build a single shield emitter. Getting one working would make it pretty easy to disable the smaller pirate ships and stations, but the tradeoff is the incredible amount of resources it takes to build one.

The two Nanobots mods are non-critical to my save or to any of my (planned) designs. I *do* use Isy's Ship Refueling script, and Isy's Solar Panel Alignment.

Not sure it matters, but most the mods I have installed are also ones that the Youtuber Splitsie apparently uses more or less constantly. Except the Nanobots mods, he doesn't use those. W4stedSpace has in the past though, and the mod seems to still be getting updates semi-regularly.
Dan2D3D  [开发者] 2020 年 1 月 8 日 下午 1:03 
Sorry I will not test the Mods in, that will be your job! :)

Better test one at a time cause the game is never the same, it got updates and hotfixes all the time and why it changes a lot and usually a lot of Mods needs to be updated to be compatible with the new game version.

It will stable only when the Devs stops adding, fixing and changing the game, still a lot of changes are in pending so we will have to test all Mods till they are done.

Nothing new cause been there done that since the beginning = must withdraw some Mods, report to Mod author and wait for the fix.
最后由 Dan2D3D 编辑于; 2020 年 1 月 8 日 下午 1:04
EmberStar 2020 年 1 月 8 日 下午 1:14 
I'm really not interested in playing it without the Modular encounters mods. I could live without the nanobots or shields mods. But basically the last time a mod broke something and my save game corrupted, I just stopped playing for nearly a year.

The entire point of having the ME space pirates is to add some element of challenge to build around and design for. Such as suddenly needing to build some kind of attack ship to disable the pirate fuel station that appeared in the valley I'm trying to get through. I'm not really interested in playing SE as just a creative mode toolbox. (So not interested that I didn't even know how copy and pasting blueprints worked until now, aside from Ctrl-B.)

If the game isn't playable with the tiny selection of mods I use, then to be completely honest I'll most likely just stop playing it and do something else.
Dan2D3D  [开发者] 2020 年 1 月 8 日 下午 1:17 
I undestand but would help to let the Modder know so he can fix/update faster.

Don't mess in your original save, just find the cause in a copy so you can report and have your fix faster :selike: tho you could wait before reporting to the Modder cause other players may do it before you, just read the item comments to see if other players have reported.
最后由 Dan2D3D 编辑于; 2020 年 1 月 8 日 下午 1:21
EmberStar 2020 年 1 月 8 日 下午 3:22 
引用自 Dan2D3D
I undestand but would help to let the Modder know so he can fix/update faster.

Don't mess in your original save, just find the cause in a copy so you can report and have your fix faster :selike: tho you could wait before reporting to the Modder cause other players may do it before you, just read the item comments to see if other players have reported.


I just did the same test. Saved the game as "Wheel Test," then edited the settings and removed all mods.
Then entered the world, used the admin menu to teleport to the PV-4 rover.

Drive it forward, backwards, then handbrake park.

Hop out, turn around and watch the driver's side wheel for about fifteen seconds.

It's still doing it, even with all mods removed. As I said it's not dramatic, like jumping in the air. But the wheels start to twitch slightly, and the suspension begins to flex up and down. The thing isn't bouncing up and down like a gangsta-car on air shocks, but it's also not sitting completely still.


As I said, for all I know this is "completely normal" and I just never noticed it before now. But removing all mods doesn't fix it, so it's *probably* not mod related. Or at least not related to any data that would be removed by turning off the mods.
Dan2D3D  [开发者] 2020 年 1 月 8 日 下午 6:28 
I have a few cars now in my collection and tested/played a lot with (made a new one today) tho I never noticed so far, you can share the STR with the programmer when found, he will be very happy cause he like when we find the Steps To Reproduce and send it to him. :selike:
dragonsoul 2020 年 4 月 16 日 上午 1:53 
Hello all.
I tried to find the answer for my question, but not successfulll.
I created vehicle on Earth with normal gravity.
I dont know the weight, but on cocpit HUD there is number 1653602.
I have 2 large storage, 3 hydrogen motors, H2 tank, Refinery and assember, 3 O2H2 generator, 9 drillers.
On vehicle I have 6 5x5 whell, but the car is too slow, its moving on flat surface and only 3 km/h. when there is small hill it loosing speed and eventualy going other way.
Is there way to find out, if the number of wheels are enough and I should play with wheel settings or number of whells are not sufficient and I need to add more wheels?
Thank you
Dan2D3D  [开发者] 2020 年 4 月 16 日 上午 7:10 
引用自 dragonsoul
Hello all.
I tried to find the answer for my question, but not successfulll.
I created vehicle on Earth with normal gravity.
I dont know the weight, but on cocpit HUD there is number 1653602.
I have 2 large storage, 3 hydrogen motors, H2 tank, Refinery and assember, 3 O2H2 generator, 9 drillers.
On vehicle I have 6 5x5 whell, but the car is too slow, its moving on flat surface and only 3 km/h. when there is small hill it loosing speed and eventualy going other way.
Is there way to find out, if the number of wheels are enough and I should play with wheel settings or number of whells are not sufficient and I need to add more wheels?
Thank you


The best is to create your forum discussion so me and the Veteran players can help you.

That said . We have to find a working solution, that is what Engineers do and have to redo new different concepts to find the best solutions.

Engineer hint :

I add Forward + Backward + Downward thrusters to help my heavy cars.

Also must find the proper wheel settings and that can be done by testing only cause not the same for all car concepts.

+

Share your save with the community if you want one to find the solution for you.

How to publish a world save :

1 - Select your save.

2 - Click the "Publish" button on the left.

3 - Skip the "Exploration" Tag cause that got rules to follow and click the OK button.

4 - Your world will be uploaded to Steam Workshop.

5 - Tell me when ready.
最后由 Dan2D3D 编辑于; 2020 年 4 月 16 日 上午 7:37
HavocWreaker 2020 年 5 月 22 日 下午 5:58 
You mentioned using Isy's mods. There is one that will turn your solar powered vehicle track to the sun. I wonder whether the noise you hear is from your vehicle being turned ever so slightly?
EmberStar 2020 年 5 月 23 日 上午 12:37 
I only use Isy's mod on stations, usually seriously *large* stations anchored as deeply into the ground as I can manage. The jittering I was referring to was happening to a relatively tiny small grid vehicle that wasn't even equipped with a programmable block. I try to never place rotors or pistons on anything mobile. Just having wheels on something seems to be risking the Wrath of Clang and it randomly sinking into the ground or exploding, so I prefer not to do anything that would accelerate the process.

I never found a solution to my issue, I just stopped trying to use wheels.
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发帖日期: 2020 年 1 月 8 日 上午 3:54
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